fix phone texture rendering using UTexture2DDynamic
This commit is contained in:
@@ -17,16 +17,16 @@ The MosisSDK plugin connects to the MosisService Android application via AIDL (A
|
||||
│ │
|
||||
│ ┌─────────────────┐ ┌──────────────────────────────────────────┐ │
|
||||
│ │ AMosisPhoneActor│ │ UMosisPhoneTexture │ │
|
||||
│ │ (Plane Mesh) │ │ │ │ │
|
||||
│ │ (Material) │ │ ▼ │ │
|
||||
│ └────────┬────────┘ │ ┌────────────────────────────────────┐ │ │
|
||||
│ │ │ │ FMosisPhoneTextureResource │ │ │
|
||||
│ ▼ │ │ │ │ │ │
|
||||
│ ┌─────────────────────┐ │ │ ▼ ENQUEUE_RENDER_CMD │ │ │
|
||||
│ │ UMosisPhoneComponent│──┼──► IVulkanDynamicRHI:: │ │ │
|
||||
│ │ (Touch Input) │ │ │ RHICreateTexture2DFromAndroid │ │ │
|
||||
│ │ (Callbacks) │ │ │ HardwareBuffer() │ │ │
|
||||
│ └──────────┬──────────┘ │ └────────────────────────────────────┘ │ │
|
||||
│ │ (Plane Mesh) │ │ (extends UTexture2DDynamic) │ │
|
||||
│ │ (Material) │ │ │ │ │
|
||||
│ └────────┬────────┘ │ ▼ CPU lock/copy │ │
|
||||
│ │ │ AHardwareBuffer_lock() │ │
|
||||
│ ▼ │ │ │ │
|
||||
│ ┌─────────────────────┐ │ ▼ RHIUpdateTexture2D │ │
|
||||
│ │ UMosisPhoneComponent│──┼──► FTexture2DDynamicResource │ │
|
||||
│ │ (Touch Input) │ │ │ │ │
|
||||
│ │ (Callbacks) │ │ ▼ │ │
|
||||
│ └──────────┬──────────┘ │ UMaterialInstanceDynamic │ │
|
||||
│ │ └──────────────────────────────────────────┘ │
|
||||
│ ▼ │
|
||||
│ ┌──────────────────────────────────────────────────────────────────┐ │
|
||||
@@ -87,8 +87,7 @@ Plugins/MosisSDK/
|
||||
│ └── Private/
|
||||
│ ├── MosisSDK.cpp # Module + JNI callbacks
|
||||
│ ├── MosisClient.h/cpp # AIDL client implementation
|
||||
│ ├── MosisPhoneTexture.h/cpp # UTexture for phone screen
|
||||
│ ├── MosisPhoneTextureResource.h/cpp # Render thread resource
|
||||
│ ├── MosisPhoneTexture.h/cpp # UTexture2DDynamic subclass for phone screen
|
||||
│ ├── MosisPhoneComponent.cpp
|
||||
│ ├── MosisPhoneActor.cpp
|
||||
│ └── Android/
|
||||
@@ -364,6 +363,12 @@ HandTrackingVersion=V2
|
||||
|
||||
## Version History
|
||||
|
||||
- **v1.2** - UTexture2DDynamic integration
|
||||
- Switched `UMosisPhoneTexture` to extend `UTexture2DDynamic` for proper material system integration
|
||||
- Removed custom `FMosisPhoneTextureResource` - using UE5's built-in `FTexture2DDynamicResource`
|
||||
- CPU-based texture upload via `AHardwareBuffer_lock()` and `RHIUpdateTexture2D()`
|
||||
- Fixed stride conversion (AHardwareBuffer stride is in pixels, RHI expects bytes)
|
||||
|
||||
- **v1.1** - UE5 RHI texture integration
|
||||
- New `UMosisPhoneTexture` using UE5's `IVulkanDynamicRHI::RHICreateTexture2DFromAndroidHardwareBuffer()`
|
||||
- `FMosisPhoneTextureResource` for render thread HardwareBuffer import
|
||||
|
||||
@@ -43,18 +43,13 @@ void AMosisPhoneActor::BeginPlay()
|
||||
|
||||
UE_LOG(LogMosisPhoneActor, Log, TEXT("BeginPlay"));
|
||||
|
||||
// Scale mesh to match phone screen size
|
||||
// The default plane is 100x100 units, so scale accordingly
|
||||
// Note: We no longer override the scale set in the editor.
|
||||
// The user can scale the actor as desired.
|
||||
// ScreenBoundsLocal uses the mesh's local bounds (default plane is 100x100 centered at origin)
|
||||
if (PhoneMesh)
|
||||
{
|
||||
float ScaleX = ScreenSizeWorld.X / 100.0f;
|
||||
float ScaleY = ScreenSizeWorld.Y / 100.0f;
|
||||
PhoneMesh->SetRelativeScale3D(FVector(ScaleX, ScaleY, 1.0f));
|
||||
|
||||
// Update screen bounds based on scaled size
|
||||
float HalfWidth = ScreenSizeWorld.X / 2.0f;
|
||||
float HalfHeight = ScreenSizeWorld.Y / 2.0f;
|
||||
ScreenBoundsLocal = FVector4(-HalfWidth, -HalfHeight, HalfWidth, HalfHeight);
|
||||
// Default plane is 100x100 units, so bounds are -50 to 50 in X and Y
|
||||
ScreenBoundsLocal = FVector4(-50.0f, -50.0f, 50.0f, 50.0f);
|
||||
}
|
||||
|
||||
// Create dynamic material for the screen
|
||||
|
||||
@@ -48,6 +48,13 @@ void UMosisPhoneComponent::BeginPlay()
|
||||
});
|
||||
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("BeginPlay: Callbacks registered"));
|
||||
|
||||
// Check if buffer is already available (we may have missed the callback)
|
||||
if (Client->GetHardwareBuffer() != nullptr)
|
||||
{
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("BeginPlay: Buffer already available, triggering update"));
|
||||
bNeedsTextureCreate.Store(true);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -186,6 +193,13 @@ void UMosisPhoneComponent::OnFrameAvailable()
|
||||
// Notify texture that a new frame is available
|
||||
// This schedules the render thread copy
|
||||
PhoneTexture->NotifyFrameAvailable();
|
||||
|
||||
// Log occasionally to avoid spam
|
||||
static int32 FrameCount = 0;
|
||||
if (++FrameCount % 60 == 0)
|
||||
{
|
||||
UE_LOG(LogMosisPhone, Log, TEXT("OnFrameAvailable: Frame %d"), FrameCount);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@@ -1,41 +1,25 @@
|
||||
// Copyright OmixLab LTD. All Rights Reserved.
|
||||
|
||||
#include "MosisPhoneTexture.h"
|
||||
#include "MosisPhoneTextureResource.h"
|
||||
#include "RenderingThread.h"
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogMosisPhoneTexture, Log, All);
|
||||
|
||||
UMosisPhoneTexture::UMosisPhoneTexture()
|
||||
{
|
||||
// Default initialization
|
||||
// UTexture2DDynamic defaults are fine
|
||||
SRGB = true;
|
||||
NeverStream = true;
|
||||
LODGroup = TEXTUREGROUP_UI;
|
||||
Filter = TF_Bilinear;
|
||||
}
|
||||
|
||||
void UMosisPhoneTexture::Initialize(uint32 InWidth, uint32 InHeight)
|
||||
{
|
||||
Width = InWidth;
|
||||
Height = InHeight;
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("Initialize: %dx%d"), InWidth, InHeight);
|
||||
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("Initialize: %dx%d"), Width, Height);
|
||||
// Use UTexture2DDynamic's Init method
|
||||
Init(InWidth, InHeight, PF_R8G8B8A8, false);
|
||||
|
||||
// Create the resource
|
||||
UpdateResource();
|
||||
}
|
||||
|
||||
FTextureResource* UMosisPhoneTexture::CreateResource()
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("CreateResource: %dx%d"), Width, Height);
|
||||
|
||||
PhoneTextureResource = new FMosisPhoneTextureResource(Width, Height);
|
||||
return PhoneTextureResource;
|
||||
}
|
||||
|
||||
bool UMosisPhoneTexture::IsReady() const
|
||||
{
|
||||
return PhoneTextureResource && PhoneTextureResource->IsReady();
|
||||
bIsReady = true;
|
||||
}
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
@@ -48,47 +32,119 @@ void UMosisPhoneTexture::UpdateFromHardwareBuffer(AHardwareBuffer* Buffer)
|
||||
return;
|
||||
}
|
||||
|
||||
if (!PhoneTextureResource)
|
||||
CurrentBuffer = Buffer;
|
||||
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc Desc{};
|
||||
AHardwareBuffer_describe(Buffer, &Desc);
|
||||
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("UpdateFromHardwareBuffer: %dx%d"), Desc.width, Desc.height);
|
||||
|
||||
// Lock buffer and read data
|
||||
void* LockedData = nullptr;
|
||||
int32 Result = AHardwareBuffer_lock(Buffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr, &LockedData);
|
||||
|
||||
if (Result != 0 || !LockedData)
|
||||
{
|
||||
UE_LOG(LogMosisPhoneTexture, Warning, TEXT("UpdateFromHardwareBuffer: resource not initialized"));
|
||||
UE_LOG(LogMosisPhoneTexture, Error, TEXT("UpdateFromHardwareBuffer: Failed to lock buffer, result=%d"), Result);
|
||||
return;
|
||||
}
|
||||
|
||||
// Store buffer for render thread
|
||||
PendingBuffer.Store(Buffer);
|
||||
uint8* PixelData = static_cast<uint8*>(LockedData);
|
||||
|
||||
// Capture resource pointer for lambda
|
||||
FMosisPhoneTextureResource* Resource = PhoneTextureResource;
|
||||
AHardwareBuffer* BufferToImport = Buffer;
|
||||
// Copy data to a buffer for update (accounting for stride)
|
||||
uint32 StridePixels = Desc.stride > 0 ? Desc.stride : Desc.width;
|
||||
TArray<uint8> TextureData;
|
||||
TextureData.SetNumUninitialized(Desc.width * Desc.height * 4);
|
||||
|
||||
// Schedule render thread work
|
||||
ENQUEUE_RENDER_COMMAND(MosisImportHardwareBuffer)(
|
||||
[Resource, BufferToImport](FRHICommandListImmediate& RHICmdList)
|
||||
for (uint32 y = 0; y < Desc.height; y++)
|
||||
{
|
||||
Resource->UpdateFromHardwareBuffer_RenderThread(BufferToImport);
|
||||
FMemory::Memcpy(
|
||||
TextureData.GetData() + y * Desc.width * 4,
|
||||
PixelData + y * StridePixels * 4,
|
||||
Desc.width * 4
|
||||
);
|
||||
}
|
||||
|
||||
AHardwareBuffer_unlock(Buffer, nullptr);
|
||||
|
||||
// Update the texture using UTexture2DDynamic's update regions
|
||||
FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
|
||||
if (TextureResource)
|
||||
{
|
||||
ENQUEUE_RENDER_COMMAND(UpdateMosisTexture)(
|
||||
[TextureResource, Data = MoveTemp(TextureData), Width = Desc.width, Height = Desc.height](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
|
||||
RHIUpdateTexture2D(
|
||||
TextureResource->GetTexture2DRHI(),
|
||||
0,
|
||||
Region,
|
||||
Width * 4,
|
||||
Data.GetData()
|
||||
);
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
UE_LOG(LogMosisPhoneTexture, Log, TEXT("UpdateFromHardwareBuffer: Scheduled import"));
|
||||
}
|
||||
|
||||
void UMosisPhoneTexture::NotifyFrameAvailable()
|
||||
{
|
||||
if (!PhoneTextureResource)
|
||||
if (!CurrentBuffer || !bIsReady)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Capture resource pointer for lambda
|
||||
FMosisPhoneTextureResource* Resource = PhoneTextureResource;
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc Desc{};
|
||||
AHardwareBuffer_describe(CurrentBuffer, &Desc);
|
||||
|
||||
// Schedule render thread copy
|
||||
ENQUEUE_RENDER_COMMAND(MosisCopyFrame)(
|
||||
[Resource](FRHICommandListImmediate& RHICmdList)
|
||||
// Lock buffer and read data
|
||||
void* LockedData = nullptr;
|
||||
int32 Result = AHardwareBuffer_lock(CurrentBuffer, AHARDWAREBUFFER_USAGE_CPU_READ_OFTEN, -1, nullptr, &LockedData);
|
||||
|
||||
if (Result != 0 || !LockedData)
|
||||
{
|
||||
Resource->CopySourceToLocal_RenderThread(RHICmdList);
|
||||
return;
|
||||
}
|
||||
|
||||
uint8* PixelData = static_cast<uint8*>(LockedData);
|
||||
|
||||
// Copy data to a buffer for update (accounting for stride)
|
||||
uint32 StridePixels = Desc.stride > 0 ? Desc.stride : Desc.width;
|
||||
TArray<uint8> TextureData;
|
||||
TextureData.SetNumUninitialized(Desc.width * Desc.height * 4);
|
||||
|
||||
for (uint32 y = 0; y < Desc.height; y++)
|
||||
{
|
||||
FMemory::Memcpy(
|
||||
TextureData.GetData() + y * Desc.width * 4,
|
||||
PixelData + y * StridePixels * 4,
|
||||
Desc.width * 4
|
||||
);
|
||||
}
|
||||
|
||||
AHardwareBuffer_unlock(CurrentBuffer, nullptr);
|
||||
|
||||
// Update the texture
|
||||
FTexture2DDynamicResource* TextureResource = static_cast<FTexture2DDynamicResource*>(GetResource());
|
||||
if (TextureResource)
|
||||
{
|
||||
ENQUEUE_RENDER_COMMAND(UpdateMosisTextureFrame)(
|
||||
[TextureResource, Data = MoveTemp(TextureData), Width = Desc.width, Height = Desc.height](FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
FUpdateTextureRegion2D Region(0, 0, 0, 0, Width, Height);
|
||||
RHIUpdateTexture2D(
|
||||
TextureResource->GetTexture2DRHI(),
|
||||
0,
|
||||
Region,
|
||||
Width * 4,
|
||||
Data.GetData()
|
||||
);
|
||||
}
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
#endif // PLATFORM_ANDROID
|
||||
|
||||
@@ -3,29 +3,21 @@
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "Engine/Texture.h"
|
||||
#include "Engine/Texture2DDynamic.h"
|
||||
#include "MosisPhoneTexture.generated.h"
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
#include <android/hardware_buffer.h>
|
||||
#endif
|
||||
|
||||
class FMosisPhoneTextureResource;
|
||||
|
||||
/**
|
||||
* UMosisPhoneTexture - Custom texture that displays the Mosis phone screen.
|
||||
* UMosisPhoneTexture - Dynamic texture that displays the Mosis phone screen.
|
||||
*
|
||||
* This texture is updated from an AHardwareBuffer received from MosisService.
|
||||
* Uses UE5's IVulkanDynamicRHI for efficient hardware buffer import.
|
||||
*
|
||||
* Usage:
|
||||
* 1. Create via NewObject<UMosisPhoneTexture>() with width/height
|
||||
* 2. Call UpdateResource() to initialize
|
||||
* 3. Call UpdateFromHardwareBuffer() when buffer is received
|
||||
* 4. Call NotifyFrameAvailable() each frame when new content is ready
|
||||
* Inherits from UTexture2DDynamic for proper material integration.
|
||||
*/
|
||||
UCLASS()
|
||||
class UMosisPhoneTexture : public UTexture
|
||||
class UMosisPhoneTexture : public UTexture2DDynamic
|
||||
{
|
||||
GENERATED_BODY()
|
||||
|
||||
@@ -38,47 +30,30 @@ public:
|
||||
#if PLATFORM_ANDROID
|
||||
/**
|
||||
* Update the texture from a hardware buffer.
|
||||
* Schedules render thread work to import the buffer.
|
||||
* @param Buffer The AHardwareBuffer from MosisService
|
||||
*/
|
||||
void UpdateFromHardwareBuffer(AHardwareBuffer* Buffer);
|
||||
|
||||
/**
|
||||
* Notify that a new frame is available.
|
||||
* Schedules render thread work to copy the source to local texture.
|
||||
* Copies buffer data to the texture.
|
||||
*/
|
||||
void NotifyFrameAvailable();
|
||||
|
||||
/** Store the current hardware buffer reference */
|
||||
void SetHardwareBuffer(AHardwareBuffer* Buffer) { CurrentBuffer = Buffer; }
|
||||
AHardwareBuffer* GetHardwareBuffer() const { return CurrentBuffer; }
|
||||
#endif
|
||||
|
||||
/** Check if the texture is ready for rendering */
|
||||
bool IsReady() const;
|
||||
|
||||
// UTexture interface
|
||||
virtual FTextureResource* CreateResource() override;
|
||||
virtual EMaterialValueType GetMaterialType() const override { return MCT_Texture2D; }
|
||||
virtual float GetSurfaceWidth() const override { return Width; }
|
||||
virtual float GetSurfaceHeight() const override { return Height; }
|
||||
virtual float GetSurfaceDepth() const override { return 0; }
|
||||
virtual uint32 GetSurfaceArraySize() const override { return 0; }
|
||||
|
||||
protected:
|
||||
/** Width of the phone screen */
|
||||
UPROPERTY()
|
||||
uint32 Width = 540;
|
||||
|
||||
/** Height of the phone screen */
|
||||
UPROPERTY()
|
||||
uint32 Height = 1170;
|
||||
bool IsReady() const { return bIsReady; }
|
||||
|
||||
private:
|
||||
/** Our custom texture resource */
|
||||
FMosisPhoneTextureResource* PhoneTextureResource = nullptr;
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
/** Pending hardware buffer to import */
|
||||
TAtomic<AHardwareBuffer*> PendingBuffer{nullptr};
|
||||
|
||||
/** Flag indicating new frame is available */
|
||||
TAtomic<bool> bFrameAvailable{false};
|
||||
/** Current hardware buffer */
|
||||
AHardwareBuffer* CurrentBuffer = nullptr;
|
||||
#endif
|
||||
|
||||
/** True when texture has been initialized */
|
||||
bool bIsReady = false;
|
||||
};
|
||||
|
||||
@@ -1,133 +0,0 @@
|
||||
// Copyright OmixLab LTD. All Rights Reserved.
|
||||
|
||||
#include "MosisPhoneTextureResource.h"
|
||||
#include "RenderingThread.h"
|
||||
#include "RHICommandList.h"
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
#include "IVulkanDynamicRHI.h"
|
||||
#endif
|
||||
|
||||
DEFINE_LOG_CATEGORY_STATIC(LogMosisTextureResource, Log, All);
|
||||
|
||||
FMosisPhoneTextureResource::FMosisPhoneTextureResource(uint32 InWidth, uint32 InHeight)
|
||||
: Width(InWidth)
|
||||
, Height(InHeight)
|
||||
{
|
||||
}
|
||||
|
||||
FMosisPhoneTextureResource::~FMosisPhoneTextureResource()
|
||||
{
|
||||
}
|
||||
|
||||
void FMosisPhoneTextureResource::InitRHI(FRHICommandListBase& RHICmdList)
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Log, TEXT("InitRHI: %dx%d"), Width, Height);
|
||||
|
||||
// Create local texture for rendering
|
||||
const FRHITextureCreateDesc Desc =
|
||||
FRHITextureCreateDesc::Create2D(TEXT("MosisPhoneLocalTexture"), Width, Height, PF_R8G8B8A8)
|
||||
.SetFlags(ETextureCreateFlags::ShaderResource | ETextureCreateFlags::RenderTargetable)
|
||||
.SetInitialState(ERHIAccess::SRVMask);
|
||||
|
||||
LocalTextureRHI = RHICreateTexture(Desc);
|
||||
|
||||
if (LocalTextureRHI.IsValid())
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Log, TEXT("InitRHI: Local texture created"));
|
||||
|
||||
// Create default SRV
|
||||
TextureRHI = LocalTextureRHI;
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Error, TEXT("InitRHI: Failed to create local texture"));
|
||||
}
|
||||
}
|
||||
|
||||
void FMosisPhoneTextureResource::ReleaseRHI()
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Log, TEXT("ReleaseRHI"));
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
SourceTextureRHI.SafeRelease();
|
||||
CurrentBuffer = nullptr;
|
||||
#endif
|
||||
|
||||
LocalTextureRHI.SafeRelease();
|
||||
TextureRHI.SafeRelease();
|
||||
bIsReady = false;
|
||||
}
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
|
||||
void FMosisPhoneTextureResource::UpdateFromHardwareBuffer_RenderThread(AHardwareBuffer* Buffer)
|
||||
{
|
||||
check(IsInRenderingThread());
|
||||
|
||||
if (!Buffer)
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Warning, TEXT("UpdateFromHardwareBuffer: null buffer"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Check if this is a new buffer
|
||||
if (Buffer == CurrentBuffer && SourceTextureRHI.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Get buffer dimensions
|
||||
AHardwareBuffer_Desc Desc{};
|
||||
AHardwareBuffer_describe(Buffer, &Desc);
|
||||
|
||||
UE_LOG(LogMosisTextureResource, Log, TEXT("UpdateFromHardwareBuffer: Importing %dx%d buffer"),
|
||||
Desc.width, Desc.height);
|
||||
|
||||
// Release old source texture
|
||||
SourceTextureRHI.SafeRelease();
|
||||
|
||||
// Get the Vulkan RHI interface
|
||||
IVulkanDynamicRHI* VulkanRHI = GetIVulkanDynamicRHI();
|
||||
if (!VulkanRHI)
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Error, TEXT("UpdateFromHardwareBuffer: VulkanRHI not available"));
|
||||
return;
|
||||
}
|
||||
|
||||
// Import the hardware buffer using UE5's built-in API
|
||||
// This handles all Vulkan extension setup internally
|
||||
SourceTextureRHI = VulkanRHI->RHICreateTexture2DFromAndroidHardwareBuffer(Buffer);
|
||||
|
||||
if (SourceTextureRHI.IsValid())
|
||||
{
|
||||
CurrentBuffer = Buffer;
|
||||
UE_LOG(LogMosisTextureResource, Log, TEXT("UpdateFromHardwareBuffer: Import successful"));
|
||||
}
|
||||
else
|
||||
{
|
||||
UE_LOG(LogMosisTextureResource, Error, TEXT("UpdateFromHardwareBuffer: Import failed"));
|
||||
}
|
||||
}
|
||||
|
||||
void FMosisPhoneTextureResource::CopySourceToLocal_RenderThread(FRHICommandListImmediate& RHICmdList)
|
||||
{
|
||||
check(IsInRenderingThread());
|
||||
|
||||
if (!SourceTextureRHI.IsValid() || !LocalTextureRHI.IsValid())
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Copy source to local texture
|
||||
FRHICopyTextureInfo CopyInfo;
|
||||
CopyInfo.Size.X = Width;
|
||||
CopyInfo.Size.Y = Height;
|
||||
CopyInfo.Size.Z = 1;
|
||||
|
||||
RHICmdList.CopyTexture(SourceTextureRHI, LocalTextureRHI, CopyInfo);
|
||||
|
||||
bIsReady = true;
|
||||
}
|
||||
|
||||
#endif // PLATFORM_ANDROID
|
||||
@@ -1,76 +0,0 @@
|
||||
// Copyright OmixLab LTD. All Rights Reserved.
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "CoreMinimal.h"
|
||||
#include "TextureResource.h"
|
||||
#include "RHI.h"
|
||||
#include "RHIResources.h"
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
#include <android/hardware_buffer.h>
|
||||
#endif
|
||||
|
||||
/**
|
||||
* FMosisPhoneTextureResource - Render resource for importing AHardwareBuffer via UE5's Vulkan RHI.
|
||||
*
|
||||
* Uses IVulkanDynamicRHI::RHICreateTexture2DFromAndroidHardwareBuffer() for import,
|
||||
* which handles all Vulkan extension setup internally.
|
||||
*
|
||||
* Thread Safety:
|
||||
* - UpdateFromHardwareBuffer_RenderThread: Call from render thread only
|
||||
* - CopySourceToLocal_RenderThread: Call from render thread only
|
||||
* - Buffer pointer exchange uses FCriticalSection
|
||||
*/
|
||||
class FMosisPhoneTextureResource : public FTextureResource
|
||||
{
|
||||
public:
|
||||
FMosisPhoneTextureResource(uint32 InWidth, uint32 InHeight);
|
||||
virtual ~FMosisPhoneTextureResource();
|
||||
|
||||
// FTextureResource interface
|
||||
virtual void InitRHI(FRHICommandListBase& RHICmdList) override;
|
||||
virtual void ReleaseRHI() override;
|
||||
virtual uint32 GetSizeX() const override { return Width; }
|
||||
virtual uint32 GetSizeY() const override { return Height; }
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
/**
|
||||
* Import a hardware buffer on the render thread.
|
||||
* Creates source texture from the buffer.
|
||||
* @param Buffer The AHardwareBuffer from MosisService
|
||||
*/
|
||||
void UpdateFromHardwareBuffer_RenderThread(AHardwareBuffer* Buffer);
|
||||
|
||||
/**
|
||||
* Copy from source (imported) texture to local texture.
|
||||
* Call this each frame when a new frame is available.
|
||||
* @param RHICmdList The RHI command list for copy operations
|
||||
*/
|
||||
void CopySourceToLocal_RenderThread(FRHICommandListImmediate& RHICmdList);
|
||||
#endif
|
||||
|
||||
/** Check if we have a valid local texture for rendering */
|
||||
bool IsReady() const { return bIsReady; }
|
||||
|
||||
/** Get the local texture for material sampling */
|
||||
FTextureRHIRef GetLocalTexture() const { return LocalTextureRHI; }
|
||||
|
||||
private:
|
||||
uint32 Width;
|
||||
uint32 Height;
|
||||
|
||||
/** Local texture copy safe for rendering (not shared with MosisService) */
|
||||
FTextureRHIRef LocalTextureRHI;
|
||||
|
||||
#if PLATFORM_ANDROID
|
||||
/** Source texture imported from AHardwareBuffer */
|
||||
FTextureRHIRef SourceTextureRHI;
|
||||
|
||||
/** Currently imported hardware buffer */
|
||||
AHardwareBuffer* CurrentBuffer = nullptr;
|
||||
#endif
|
||||
|
||||
/** True when local texture is ready for rendering */
|
||||
TAtomic<bool> bIsReady{false};
|
||||
};
|
||||
Reference in New Issue
Block a user